Lune

CHI2020Top-tier venue

Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company

Michael Ahmadi, Rebecca Eilert, Anne Weibert, Volker Wulf, Nicola Marsden

2020Year
27Citations
1Top-tier citations

Abstract

The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.

Ask about this paper

Ask your agent about it.

Lune has read the top-tier papers around this one, so every answer names the papers it rests on.

Questions to start from

Your agent calls

Lunesearch_papers

Ask in Lune

Free to start. No credit card required.

lune papers get ac595fe0-ae38-4df6-8ce1-9f277cd2c7fe

Cited by top-tier papers1

Ask how each one uses it

Related papers

Dusk over the sea between two cliffs drawn in fine vertical lines